Units

Cowboy

Cowboy is ranged cavalry available to the United States, Mexicans and Lakota through a Saloon or Native Embassy. Its Bull’s Eye ability is a charged long-range shot that reaches farther than its regular attack.

APPLIES TO Definitive Edition (2020)
Cowboy in Age of Empires III
Cowboy
IN-GAME VALUES

Recorded values

Cost
140 Coin
Training
40 sec · 5 population · 28 XP per train
Durability & mobility
225 hit points · 20% ranged resistance · 7.25 speed · 16 line of sight
Ranged attack
20 base damage · range 12 · attack interval 3.0 · bonus damage: 3.0x vs. Heavy cavalry; 2.2x vs. Hand shock trooper; 2.0x vs. Artillery; 0.5x vs. Villager
Siege attack
12 base damage · range 6 · attack interval 3.0
Hand attack
11 base damage · attack interval 1.5 · bonus damage: Same as hand attack
Bull's Eye (charged)
30 base damage · range 16 · attack interval 3.0 · bonus damage: 2.0x vs. Heavy cavalry; 1.6x vs. Hand shock trooper; 1.5x vs. Artillery; 0.5x vs. Villager · recharge 40

Role, availability & values

The standard ranged attack has 12 range, while Bull’s Eye reaches 16 range and deals the listed charged damage. The Cowboy has a high five-population cost and is purchased with Coin, so it is a specialist rather than an inexpensive screen.

Matchup & timing

Use Bull’s Eye against a high-value target when the charge is ready, then reposition before the opposing army closes. Avoid committing Cowboys to a crowded frontline where their population cost and ranged-cavalry counters can punish the investment.

Bull’s Eye and target selection

The Cowboy is a ranged cavalry mercenary available to the United States, Mexicans and Lakota through a Saloon or Native Embassy, depending on the roster. It costs 140 Coin, takes 40 seconds, occupies five population and has 225 hit points, 20% ranged resistance, speed 7.25 and line of sight 16. Its standard ranged attack reaches 12, while Bull’s Eye is a charged shot reaching 16. That extra range makes the ability useful for striking a high-value target before the opposing army can close, but the recharge and high population cost make the Cowboy a specialist rather than a mass unit. Use speed to keep distance, coordinate several Cowboys on one target and withdraw before enemy cavalry or other ranged-cavalry counters engage. Its Coin-only cost competes with mercenary and age-up spending, so plan the recruitment before the fight. Native Embassy access depends on a Lakota settlement and the current map; Saloon access belongs to the relevant American or Mexican roster. The unit is part of Definitive Edition content and should not be confused with a generic cavalry archer or a campaign-only unit. Check the current attack profile for Bull’s Eye damage and cooldown, and build the rest of the army to protect the Cowboys while they reposition.

Bull’s Eye in a mobile force

Bull’s Eye gives the Cowboy a 16-range charged shot compared with its regular 12-range attack. Use the longer reach to open on a high-value target, then reposition at speed 7.25 while the ability recharges. The unit’s 225 hit points and 20% ranged resistance help it survive some fire, but five population and 140 Coin mean every Cowboy should be supported. Pair it with units that can screen heavy cavalry counters and avoid leaving it in a static firefight. Access through the Saloon or Native Embassy depends on the civilization and map; confirm the roster before planning the shipment. The unit is a specialist mercenary, not a low-cost replacement for Dragoons or ordinary ranged infantry.

Mercenary roster and population

Cowboys use five population and 140 Coin, so compare them with other available mercenaries before hiring. They are useful when Bull’s Eye’s range can threaten a priority target, but they need supporting units and a safe retreat route. Check if the Saloon or Native Embassy actually offers them on the current map.

Avoiding a costly counter

Five population means Cowboys should not be sent into a prepared anti-cavalry force. Use their speed to choose targets, fire Bull’s Eye when its range is useful and disengage before the enemy can surround them.

Access and counters

Cowboys appear through the Saloon or Native Embassy under the relevant American, Mexican or Lakota conditions. They cost Coin and five population, so use them as mobile specialists. Keep a route open against cavalry and other units that counter ranged cavalry.

Supporting other cavalry

Cowboys can threaten targets at range, but should operate with units that protect them from anti-cavalry. Use Bull’s Eye to start a focus-fire exchange, then move rather than standing in front of the army.

Ability cooldown

Bull’s Eye is a charged shot and should be used when the target is worth the cooldown. After firing, use the Cowboy’s speed to maintain distance while the ability recovers.

Retreat after a shot

After Bull’s Eye fires, do not leave the Cowboy within reach of melee counters while the ability cools down. Its speed is best used to maintain a firing distance and choose another target.

Bull’s Eye and ranged-cavalry positioning

The Cowboy’s charged Bull’s Eye attack extends its threat from the standard 12-range shot to 16 range, allowing it to pressure a high-value target before ordinary ranged cavalry can answer. The charge should be treated as a timing tool: hold fire until a valuable target is in range, use the shot, then reposition while the ability recovers. With 225 hit points, 20% ranged resistance and 7.25 speed, the Cowboy can move around a battlefield, but it still has the vulnerabilities of ranged cavalry. Avoid a frontal approach into anti-cavalry troops and do not spend its five population on low-value targets.

Mercenary access and investment

The Saloon and Native Embassy provide the listed access for the United States, Mexicans and Lakota in their relevant contexts. A Cowboy costs 140 Coin and takes 40 seconds to train, so the five-population commitment makes it a specialist rather than a mass-produced screen. It is most useful when mobility and Bull’s Eye can pressure exposed units or force an opponent to guard an approach. Pair it with infantry or artillery that cover matchups it should avoid, and keep a retreat path open. Confirm the available roster at the chosen site before planning production, because Saloon and Embassy options differ by civilization and release.

Cost, population and Bull’s Eye changes

The current Cowboy costs 140 Coin, takes 40 seconds to train and uses five population. It cost 120 Coin and took 60 seconds before update 61213; before update 50830 it used six population. Its current train and kill Experience values are 28, compared with 24 before update 61213. The hand attack is now 11 damage rather than 9 before update 13.27885, and its ordinary ranged attack is 20 rather than 19. Bull’s Eye now deals 30 damage at range 16 with a 40-second recharge; before update 61213 it dealt 48 at range 18 and recharged in 30 seconds. The present ability is faster to recharge but has lower damage and range, so older descriptions should not guide a current shot timing.